Gates and Dungeons (Solo Leveling Supplement)
Gates and Dungeons[edit]
Gates and Dungeons are the foundation of the modern world’s magical disasters, opening at random across the planet and spawning hordes of monsters, unnatural terrain, and powerful bosses. Gates are portals to isolated dungeon spaces, which form the battlefield for hunters and monsters alike.
Most dungeons are graded from E to S-Rank, but the danger posed by each gate can vary wildly due to boss strength, monster mutations, and dungeon phenomena. Gates appear without warning, and if left uncleared within a set time limit, they “break,” unleashing the dungeon’s contents into the outside world in what’s known as a Dungeon Break.
Clearing a gate typically involves reaching the dungeon’s core or defeating the dungeon boss. In some cases, special conditions may apply.
Dungeons act as self-contained planes of existence, bound by rules that defy Earth’s physics. Inside, time may move differently, resources are scarce, and magical pressure often prevents immediate exit. For this reason, every dungeon must be treated as a unique and deadly threat.
Gate Rules[edit]
When a Gate opens, it follows these standardized properties:
- Gate Size: Gates vary in size, but all shimmer with a visible, black-violet light. The rank of the gate can sometimes be guessed from the aura it emits or the magical interference it causes nearby.
- Stability: A gate will remain dormant for a 7 day period from its formation before breaking open.
- Break Timer: Once a gate opens, a timer begins. If the gate is not cleared in time, it results in a Dungeon Break.
- Spatial Warping: Communication, GPS, and technological equipment often malfunction inside a dungeon. Compasses spin, signals jam, and only enchanted equipment retains functionality.
Dungeon Bosses[edit]
Each dungeon is governed by a Dungeon Boss. Killing the boss typically collapses the gate and returns the hunters to Earth. Bosses often possess:
- Enhanced stats compared to other monsters of the same rank.
- Intelligence and strategic awareness.
- Access to magical skills or domain-like areas.
- Some bosses, especially in high-tier gates, are near-monarch-class threats and may be capable of leaving the dungeon space.
Environmental Effects[edit]
Dungeons vary widely in environment and structure. Sample templates include:
- Frozen Tomb: Filled with ice walls, limited visibility, and temperature-induced exhaustion checks every hour.
- Infernal Cavern: Hazardous lava terrain, oppressive heat, and flame-resistant monsters.
- Ruined Temple: Traps, hidden switches, and golem guardians that protect ancient relics.
DMs should customize dungeons to match narrative tone, difficulty, and character level. Some dungeons may hold ancient technology, system fragments, or secret-class artifacts.
Dungeon Rewards[edit]
Clearing a gate often yields the following rewards:
- Mana Crystals (currency or crafting reagent)
- Monster Parts (crafting materials)
- Magic Items (gear imbued with latent magic)
- Dungeon Core Fragments (may hold residual power or secrets)
Some high-rank gates contain Dungeon Seeds or Keys to special-type dungeons, including System-Type, Monarch-Domain, or Legacy Ruins.
Special Dungeon Types[edit]
Some gates do not follow standard dungeon rules. These anomalous gates present high risk and abnormal internal phenomena, often tied to system interference, Monarch activity, or relic-class magic.
Red Gates[edit]
A Red Gate is an irregular dungeon that traps all who enter. Unlike typical gates, Red Gates do not allow exit until the dungeon boss is slain or the party is completely wiped out.
Coloration: As the name suggests, these gates emit a red hue rather than the usual black-violet shimmer.
Locked Space: Once entered, the gate seals entirely. Not even teleportation magic or escape scrolls work inside.
Time Distortion: Red Gates are known for altered time flow, where one hour outside equals one full day inside. Characters do not age unnaturally, but spell durations, rests, and time-sensitive effects follow the altered interior flow.
Entry Timer: Once a person enters a Red Gate, a 1-minute timer begins. During this time, any other hunters may still enter. Once the minute passes, the gate seals and cannot be accessed again until one of two criteria is met:
- The boss is slain.
- Everyone inside the dungeon dies.
Post-Wipe Reopening: If the entire party perishes, the Red Gate becomes accessible again, resetting its entry timer and allowing a new party to enter.
High Reward, High Risk: Most Red Gates are considered between B-Rank to S-Rank difficulty, regardless of their outward reading. Rewards often include rare materials, ancient artifacts, or powerful monster cores.
Mental Toll: Long exposure to Red Gate environments (over 3 in-game days inside) requires DC 15 Wisdom saving throws every 24 hours or suffer a level of exhaustion due to magical pressure and psychological strain.
Red Gates are regarded with caution and fear. Only the most prepared or desperate teams dare to enter once a gate begins its countdown.
Double Dungeons[edit]
A Double Dungeon is a hidden dungeon nested inside another dungeon, often disguised as part of the original space. The outer dungeon is usually low- or mid-rank, while the inner dungeon houses system-level threats or forgotten relics of the Rulers and Monarchs.
Activation Method: Entry usually requires solving a puzzle, stepping on a hidden glyph, or defeating the outer dungeon boss.
Difficulty Spike: Double Dungeons are always a full rank higher than the outer dungeon, often reaching A-Rank or above. The environment shifts dramatically upon entry.
High-Lore Zones: These inner dungeons often contain statues, trials, or lingering wills. Sometimes a “system administrator” or Watcher may appear.
Divine or Monarch Presence: Most Double Dungeons are designed as trials or prisons by ancient entities. Survivors may gain rare class advancements, keys, or blessings.
DMs are encouraged to use Double Dungeons as plot-critical moments. They are perfect for introducing the System, foreshadowing Monarchs, or rewarding powerful upgrades.
Back to Main Page → 5e Homebrew → Campaign Settings → Solo Leveling